Again:
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If necessary, you can force the player to stop by assigning an ActionList in your Load element's ActionList after loading field, and using the Character: Move along path Action's Stop Moving method.
I can't recreate such behaviour - what is your AC version, and can you share your Interaction menu's properties?
Try assigning the Default_MenuManager asset file at the top of your Menu Manager, to revert back to the default interface - does the is…
Welcome to the community, @CarolineA.
No worries. In the case of the Move with Rigidbody 2D? field, its visibility has the following conditions:
* The Motion control field must not be set to Manual
* The character must not have a Rigidbody compon…
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It means that scene-based ActionLists are being backed up, so that they can be restored in the event of data loss. You are free to ignore it, but you can set the delay between autosaves (or disable it) from the "Adventure Creator"…
Not with the Formula option, no - that's still a single-use method.
Variables can be set via script, however. It's possible to write a custom script that makes use of an AnimationCurve - like the "Camera: Fade" option does - to update a …
Your Settings Manager differs from what it should be - have you made changes to the template's provided Settings Manager?
It should look like this:
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I will need to know if this is a case of the ActionList not running, or the Conversation referenced by it not being found.
Are there any Actions in the ActionList before the Dialogue: Start conversation Action? If not, try adding a Dialogue: Play …
The Actions system was re-written in v1.73 - this page covers the changes.
It looks like Alverik's post on the first page of this thread features the Action code in its original, pre-1.73 state.
Welcome to the community, @Conmu.
It's possible to place this Action type inside a loop, preceded by a Variable: Check Action that checks if the value is less/greater than the intended final value. If this is followed up by an Engine: Wait Action …
You're on the right track - to run a scene-based Interaction from an ActionList, you'll need to use a shared identifier that can be used to track it in each scene. You needn't rely on a custom Action for this, however, as AC's own Constant ID syst…
The template's provided Settings Manager comes with "Inventory interactions" set to "Multiple" - are you using this, or your own Manager?
Try assigning it if not, update the Player prefab field, and then see if it works. There …
A single ActionList can run multiple Actions - either by running other ActionLists with the ActionList run Action, or by running multiple "chains" of Actions in the same list with the ActionList: Run in parallel Action.
What kind of thing…
Yes - with AC menus, the order in the stack affects their drawing order. With Unity UI, draw order is handled by the Canvas component.
As the order in the stack also affects processing order, however, as a general rule I'd recommend keeping the Ho…
Scene-based ActionLists cannot exist in prefabs - you'll need to rely on ActionList asset files when dealing with Actions that can be run in multiple scenes.
In the first scene, find the Interation Inspector, click the "cog" icon to the t…
Welcome to the community, @Lux.
To clarify: Character waits during? refers to waiting for the ActionList itself to complete, rather than the effects of it. For this to work, the ActionList itself will need to be running for the full 5 seconds.
Fo…
What are your AC and Unity versions, and if you move the PlayerStart before loading the save file, does he move to the new position, or the same position as before?
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In that case, it may be turning on from a source other than AC.
If you search your C# solution, are there any other instances of the line "Cursor.visible = true;"?
Try this script - it hooks into the OnBeforeLoading / OnFinishLoading custom events to back up and restore menu "on" states at the point of loading:
using UnityEngine;using AC;public class PersistMenus : MonoBehaviour{ [SerializeField]…